Mordhau
 Josh
Knight
  • Likes received 5
  • Date joined 24 Apr '17
  • Last seen 10h

Private Message

Knight 8 5
  • 28 Jun
 Josh

If you're able to record your gameplay (I've been using the GeForce Experience overlay, where you can save the last X minutes of gameplay with a button press), then you should be able to look at the footage and figure out what's happening by slowing it down and looking at the stamina usage.

If you're losing 15 stamina then your chamber is connecting, whereas feints will cost 10, doing both would eat up 25 stamina. If you manage to only lose 15 stamina and your character isn't attacking then there's some freaky shit going on.

Knight 8 5
  • 2
  • 26 Jun
 Josh

I think that penalty would be a bit steep and probably renders picking up weapons pointless, since you can model a max HP reduction as a damage multiplier for enemies, e.g. 60% max HP is 1.67x damage which for a bunch of weapons is quite similar to the difference between lvl 0/1 and 3 armour, you'd be better off just not wearing armour so you get the speed bonus.

Reducing max HP also disproprtionately benefits some (mainly blunt) weapons, at 50% reduction, the mace will 1-hit kill to a lvl 3 torso whereas a zweihander would not.

If anything is applied like this based on perk points then the scavenger perk should also be made to bypass the penalty.

I do agree with you that it seems lame to be able to go above 16 perk points though, the only reasonable nerf to this that I could think of would be to have some kind of weapon proficieny for weapons you spawn with. So if you pick up and use any other weapon, then it could maybe have the stamina negation and/or stamina drain stats reduced slightly (maybe by 1/2 or 1/3 the perk point cost of the weapon).

Reducing the stam drain or negation would put you at a significant disadvantage in a 1v1 against a similarly skilled player if you're using a picked up weapon, the impact on 1vX would heavily depend on how much you can feed off of kills...

Knight 8 5
  • 17 Jun
 Josh

I assume it also affects the bigger enemies in horde and makes a slight difference to glancing blows, as their damage is reduced to 10%

Knight 8 5
  • 10 Jun
 Josh

I just tested it and it looks like they changed how huntsman calculates damage, for thrown projectiles it seems to be 1.75x the damage listed and for Recurve bows it's 2.3x, but for both Longbow and Crossbow they both seem to now 1-hit kill to a level 3 torso (despite this requiring 3x damage for Longbow and 2.5x for Crossbow).

So for bows:
Recurve 1-hit kills to lvl 1 helm and lvl 0 torso
Longbow 1-hit kills to both lvl 3 helm and torso
Crossbow 1-hit kills to both lvl 3 helm and torso

For thrown weapons:
Knives 1-hit kill to a lvl 1 helm
Axes 1-hit kill to a lvl 2 helm and lvl 0 torso
Javelins 1-hit kill to lvl 3 helm and lvl 1 torso

Knight 8 5
  • 8 Jun
 Josh

Do you have the "Angle attack after press" option enabled in the controls? This causes your attacks to wait for mouse movement while you hold down the key for your attack, so there could be an issue with the game incorrectly interpreting the stab key as being held down sometimes?

Knight 8 5
  • 12 May
 Josh

I think the first paragraph of your post is a good summary, where you seem to want a game which has a different implementation of medievel combat. Like how people prefer different shooter franchises of CoD vs Battlefield etc, you would probably prefer a completely different medievel franchise, unfortunately your options are pretty limited at the moment and there are plenty of us who enjoy the current way it's done.

With any luck, a bunch of your suggestions will be doable with modding later, then you can at least experiment with tweaks like increasing spear thrust speed and overhauling damage types. I do look forward to what combat system changes people come up with if/when we get the tools.

Knight 8 5
  • 1
  • 11 May
 Josh

I had a crash to desktop, which was seemingly triggered by clicking the "Respawn" button on the map at the exact moment the spawn point became unavailable due to enemies.

I didn't send the error report when it crashed, but did have this copied to my clipboard from it (is there a spoiler tag I can use?):

Fatal error!

Unhandled Exception: EXCEPTION_INT_DIVIDE_BY_ZERO

0x00007ff6d1e8ac1b Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d1e9b943 Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d1ecf050 Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d1ef7ce5 Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d1ec1e2e Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d1ef54c6 Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d1eee4e2 Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d1c5cf79 Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d1c56083 Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d1c5ed63 Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d1c544f8 Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ffe455cca66 USER32.dll!UnknownFunction []
0x00007ffe455cc582 USER32.dll!UnknownFunction []
0x00007ffde138bd17 libcef.dll!UnknownFunction []
0x00007ffde138b902 libcef.dll!UnknownFunction []
0x00007ffde138b564 libcef.dll!UnknownFunction []
0x00007ffde1358740 libcef.dll!UnknownFunction []
0x00007ffde2d2ecf0 libcef.dll!UnknownFunction []
0x00007ffde2cde798 libcef.dll!UnknownFunction []
0x00007ff6d2f8b440 Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d1b352eb Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d1785477 Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d178af3e Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d178afba Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d1793579 Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d34e0346 Mordhau-Win64-Shipping.exe!UnknownFunction []
0x00007ffe45777974 KERNEL32.DLL!UnknownFunction []
0x00007ffe45fea271 ntdll.dll!UnknownFunction []

Knight 8 5
  • 11 May
 Josh

Weapons without combo do seem to be able to "combo" when they clash, so unless it happened constantly and without clashes then that might've been it?